Saturday, November 2, 2024

Dracula, The Hunters' Journals: 2 November; Dr. Seward and Harkers' Entries

More entries from our hunters. 

Dracula - The Hunters' Journals

Jonathan Harker’s Journal.

2 November, morning.—It is broad daylight. That good fellow would not wake me. He says it would have been a sin to, for I slept peacefully and was forgetting my trouble. It seems brutally selfish to me to have slept so long, and let him watch all night; but he was quite right. I am a new man this morning; and, as I sit here and watch him sleeping, I can do all that is necessary both as to minding the engine, steering, and keeping watch. I can feel that my strength and energy are coming back to me. I wonder where Mina is now, and Van Helsing. They should have got to Veresti about noon on Wednesday. It would take them some time to get the carriage and horses; so if they had started and travelled hard, they would be about now at the Borgo Pass. God guide and help them! I am afraid to think what may happen. If we could only go faster! but we cannot; the engines are throbbing and doing their utmost. I wonder how Dr. Seward and Mr. Morris are getting on. There seem to be endless streams running down the mountains into this river, but as none of them are very large—at present, at all events, though they are terrible doubtless in winter and when the snow melts—the horsemen may not have met much obstruction. I hope that before we get to Strasba we may see them; for if by that time we have not overtaken the Count, it may be necessary to take counsel together what to do next.

Dr. Seward’s Diary.

2 November.—Three days on the road. No news, and no time to write it if there had been, for every moment is precious. We have had only the rest needful for the horses; but we are both bearing it wonderfully. Those adventurous days of ours are turning up useful. We must push on; we shall never feel happy till we get the launch in sight again. 

Mina Harker's Journal

2 November, morning.—I was successful, and we took turns driving all night; now the day is on us, bright though cold. There is a strange heaviness in the air—I say heaviness for want of a better word; I mean that it oppresses us both. It is very cold, and only our warm furs keep us comfortable. At dawn Van Helsing hypnotised me; he says I answered “darkness, creaking wood and roaring water,” so the river is changing as they ascend. I do hope that my darling will not run any chance of danger—more than need be; but we are in God’s hands.

 

2 November, night.—All day long driving. The country gets wilder as we go, and the great spurs of the Carpathians, which at Veresti seemed so far from us and so low on the horizon, now seem to gather round us and tower in front. We both seem in good spirits; I think we make an effort each to cheer the other; in the doing so we cheer ourselves. Dr. Van Helsing says that by morning we shall reach the Borgo Pass. The houses are very few here now, and the Professor says that the last horse we got will have to go on with us, as we may not be able to change. He got two in addition to the two we changed, so that now we have a rude four-in-hand. The dear horses are patient and good, and they give us no trouble. We are not worried with other travellers, and so even I can drive. We shall get to the Pass in daylight; we do not want to arrive before. So we take it easy, and have each a long rest in turn. Oh, what will to-morrow bring to us? We go to seek the place where my poor darling suffered so much. God grant that we may be guided aright, and that He will deign to watch over my husband and those dear to us both, and who are in such deadly peril. As for me, I am not worthy in His sight. Alas! I am unclean to His eyes, and shall be until He may deign to let me stand forth in His sight as one of those who have not incurred His wrath.


Notes: Moon Phase: Waxing Gibbous

Four entries, two from Mina, but not much going on.  Strasba from Harker's Journal does not seem to be a real place unless Stoker meant Straja

In retrospect, I should have had maps and placed little dots where everyone was at the time.

Friday, November 1, 2024

Dracula, The Hunters' Journals: 1 November; Harkers' Journals (cont.)

 We enter the final act.

Dracula - The Hunters' Journals

Jonathan Harker’s Journal.

1 November, evening.—No news all day; we have found nothing of the kind we seek. We have now passed into the Bistritza; and if we are wrong in our surmise our chance is gone. We have over-hauled every boat, big and little. Early this morning, one crew took us for a Government boat, and treated us accordingly. We saw in this a way of smoothing matters, so at Fundu, where the Bistritza runs into the Sereth, we got a Roumanian flag which we now fly conspicuously. With every boat which we have over-hauled since then this trick has succeeded; we have had every deference shown to us, and not once any objection to whatever we chose to ask or do. Some of the Slovaks tell us that a big boat passed them, going at more than usual speed as she had a double crew on board. This was before they came to Fundu, so they could not tell us whether the boat turned into the Bistritza or continued on up the Sereth. At Fundu we could not hear of any such boat, so she must have passed there in the night. I am feeling very sleepy; the cold is perhaps beginning to tell upon me, and nature must have rest some time. Godalming insists that he shall keep the first watch. God bless him for all his goodness to poor dear Mina and me.

CHAPTER XXVII

MINA HARKER’S JOURNAL

1 November.—All day long we have travelled, and at a good speed. The horses seem to know that they are being kindly treated, for they go willingly their full stage at best speed. We have now had so many changes and find the same thing so constantly that we are encouraged to think that the journey will be an easy one. Dr. Van Helsing is laconic; he tells the farmers that he is hurrying to Bistritz, and pays them well to make the exchange of horses. We get hot soup, or coffee, or tea; and off we go. It is a lovely country; full of beauties of all imaginable kinds, and the people are brave, and strong, and simple, and seem full of nice qualities. They are very, very superstitious. In the first house where we stopped, when the woman who served us saw the scar on my forehead, she crossed herself and put out two fingers towards me, to keep off the evil eye. I believe they went to the trouble of putting an extra amount of garlic into our food; and I can’t abide garlic. Ever since then I have taken care not to take off my hat or veil, and so have escaped their suspicions. We are travelling fast, and as we have no driver with us to carry tales, we go ahead of scandal; but I daresay that fear of the evil eye will follow hard behind us all the way. The Professor seems tireless; all day he would not take any rest, though he made me sleep for a long spell. At sunset time he hypnotised me, and he says that I answered as usual “darkness, lapping water and creaking wood”; so our enemy is still on the river. I am afraid to think of Jonathan, but somehow I have now no fear for him, or for myself. I write this whilst we wait in a farmhouse for the horses to be got ready. Dr. Van Helsing is sleeping. Poor dear, he looks very tired and old and grey, but his mouth is set as firmly as a conqueror’s; even in his sleep he is instinct with resolution. When we have well started I must make him rest whilst I drive. I shall tell him that we have days before us, and we must not break down when most of all his strength will be needed.... All is ready; we are off shortly.


Notes: Moon Phase: Waxing Gibbous

More tour guide material. Our young men hunters are flying the flag of Romania (which is similar to today's version) to aid them on their travels. It works well, except I am not sure any of our hunters speak Romanian, so I am not sure how the ruse works.

Similar reactions to Mina now to when Jonathan first came through this was to the mention of Dracula. Is Stoker laying on the "superstitious peasant" thing too heavy or is there a tangible feel of evil the surrounds Mina here? I'd like to think that the locals, used to such evils, can recognize it in Mina.


Larina McAlester, Agent of A.R.T.E.M.I.S. for R.I.P. Horror Role-playing

Larina McAlester, Agent of A.R.T.E.M.I.S.
Yes, her middle name is Stephani and yes, she hates it.

 Yesterday I posted my findings on the R.I.P. RPG, the game that never was. Today I want to figure out if you could actually play a game of R.I.P. with the materials at hand.

Well...no. Not really. But I should qualify that.

Without some work, there is not enough published material to play a complete game. On the other hand, I could probably knock together enough details to play a game of R.I.P. in a few sessions. I would have to borrow heavily from other horror games, particularly Chill 2nd ed, GURPS, and Unisystem.  

But I think I have enough here to make a character. So, let's go with my drosophila melanogaster of these sorts of things and see what I can do. 

For this, I am going to create a character first with the Top Secret/S.I. rules, then with the Agent 13 supplement, and finally with the material from the R.I.P. comics. I'll use the core TS/SI rules to form her "base" character, followed by details from Agent 13 and the R.I.P. comics. I'll also borrow the idea from Agent 13 of exceptional characters since the supernatural world of R.I.P. is similar to that of Agent 13.

I don't own the Top Secret rules nor the Agent 13 book, but thankfully I was able to borrow them from a friend.

Larina McAlester, nee Nichols

The first thing I am going to need to do is make some assumptions. I am going to stay in the 1990s for this one, so for that reason, I am going to borrow a lot from my WitchCraft RPG version of her (which, oddly, I have never posted), the DarkMatter version (which feels like the spiritual successor to R.I.P.) and the TimeLord version, just to get the feeling of the era right.  Here she is just out of college, but instead of going to grad school she is recruited by a secret organization, A.R.T.E.M.I.S., to investigate the paranormal.

I am going to say in this version she is still married, but separated from her Irish husband, Eric. She has not changed her name back because the paperwork is too much trouble.

A.R.T.E.M.I.S.

A.R.T.E.M.I.S., or Agency for Research into Transdimensional Events, Magic, and Inexplicable Sightings, is the special investigations group similar to Top Secret's ORION. Or...at least it is supposed to be. I wrote the bulk of what A.R.T.E.M.I.S. is prior to reading any of the Top Secret RPG material because as I was working on the character background I want to be able to port this organization over to NIGHT SHIFT if I wanted.

This group employs people who are "Sensitive" to the dealings of the Supernatural. So very much like her character in Time Lord. They also have funding and governmental backing. So like Chill's SAVE, but more in line with the X-Files.

Given this, I might consider the Supernatural Sensitivity Advantage to be a prerequisite for being a part of this organization. 

Larina McAlester, Agent of A.R.T.E.M.I.S.
Larina McAlester
Agent of A.R.T.E.M.I.S.

Nationality: American
Sex: Female
Race: Caucasian
Height: 5'4"
Weight: 124 lbs
Eyes: Blue
Hair: Red
DOB: 10/25/1969 (Age 22)

Handiness: Right
Tags: Bites nails, large tatoo of the triple moon goddess (see ref photo #MLS02) on her back between shoulder blades (see ref photo #MLS03). 

Attributes
STRength 38/19/9
REFlex 52/26/13
INTelligence 75/37/18
WILlpower 78/39/19
CONstitution 47/23/11
MOVement 45/22/11
DEXterity 63/31/15

Psychological Profile
Cruelty: Low
Loyalty: High
Sanity: High
Selfishness: Some
Passion: High
Piety: Some/High (Wiccan religion)

Advantages
Sixth Sense (3)
Attractive (1)
Obscure Knowledge (2)
Supernatural Sensitivity (2)

Disadvantages
Addiction, Caffeine (2)
Moral Qualms, Will not Kill (2)
Enemy, Ex-husband (1) 

Skills
Professional Career -
- Fine arts 1 63%
- Musical Instrument (flute) 1 75%
- First Aid 2 80%
- Social Chameleon 1 37%
- Basic Liberal Arts 1 37%
- Anthro/Psychology/Soc 3 85%
- Philo/Religion 2 80%
- Language: Latin 1 75%
- Language: Greek 1 75% (can learn up to 5 more languages)
Research 3 85%

Powers
Mind Reading 4pts
Telekinesis 1

So. Who is this Larina? Well this is an agent who is sent in to assess, but not engage, a situation. She can blend it and knows enough to be able figure out what is going on in a situation. She is still young, a new agent, but learning. Her ability to read minds and her supernatural sensitivity allow her find a supernatural threat among normal humans.

I think for a "real" game of R.I.P., there should be an Advantage, maybe called "Powered," which allows the character to take powers. An 8-point Advantage might grant 10 points in powers and 2 points in a Disadvantage, something like "Haunted." The logic here is that once you dip your toes into the world of the supernatural, then the supernatural also sees you. This is very common in a lot of horror games.

This mechanic would also cover what I think would be a feature in the R.I.P. game; playing something like a Revenant. A dead character is now back to fight the supernatural threats to the mortal world. 

Comparisons to Chill 2nd Edition

Yesterday I made a lot of comparisons of R.I.P. to Chill 2nd Edition. The reasoning is that Chill is also about normal (for the most part) humans fighting the unknown/supernatural and there is a reasonable chance of success. Plus Chill 2nd edition was out at the same time that the proposed R.I.P. RPG was going to be, so the comparisons would have been natural.

Larina McAlester vs. Larina Nichols

I don't have Chill stats up for her here either (note to self, add WichCraft RPG and Chill 2nd ed stats). I do have an old character sheet, but that is not a great comparison since she has had some adventures and is not a starting character like her R.I.P. counterpart. However, there are some comparisons to be made.

Both skill-wise and power-wise, they seem close in respect to their specific game universes. Granted, we don't really know what the characters' power levels were going to be in R.I.P. 

I will say this, though: The character creation was rather fast. Obviously, that has more to do with the Top Secret/S.I. rules than anything else. IF the R.I.P. game followed suit, then it would have this leg up on Chill. Though I can knock together a Chill character quickly these days.

Another good comparison is to the Modern Horror game TSR did produce, Dark•Matter. Again I see similar themes being explored here. Dark•Matter certainly has more gravitas to it. I would like to say it is also better designed, but that isn't really fair since we really have no idea how R.I.P. would have been designed. 

In the end we are just left with a case of thinking of what might have been.

Now to explore A.R.T.E.M.I.S. more.

Thursday, October 31, 2024

Dracula, The Hunters' Journals: 31 October; Harkers' Journals

 Our hunters split up to reach Dracula faster.

Dracula - The Hunters' Journals

Jonathan Harker’s Journal.

31 October.—Still hurrying along. The day has come, and Godalming is sleeping. I am on watch. The morning is bitterly cold; the furnace heat is grateful, though we have heavy fur coats. As yet we have passed only a few open boats, but none of them had on board any box or package of anything like the size of the one we seek. The men were scared every time we turned our electric lamp on them, and fell on their knees and prayed.

Mina Harker’s Journal.

31 October.—Arrived at Veresti at noon. The Professor tells me that this morning at dawn he could hardly hypnotise me at all, and that all I could say was: “dark and quiet.” He is off now buying a carriage and horses. He says that he will later on try to buy additional horses, so that we may be able to change them on the way. We have something more than 70 miles before us. The country is lovely, and most interesting; if only we were under different conditions, how delightful it would be to see it all. If Jonathan and I were driving through it alone what a pleasure it would be. To stop and see people, and learn something of their life, and to fill our minds and memories with all the colour and picturesqueness of the whole wild, beautiful country and the quaint people! But, alas!—

 

Later.—Dr. Van Helsing has returned. He has got the carriage and horses; we are to have some dinner, and to start in an hour. The landlady is putting us up a huge basket of provisions; it seems enough for a company of soldiers. The Professor encourages her, and whispers to me that it may be a week before we can get any good food again. He has been shopping too, and has sent home such a wonderful lot of fur coats and wraps, and all sorts of warm things. There will not be any chance of our being cold.

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

We shall soon be off. I am afraid to think what may happen to us. We are truly in the hands of God. He alone knows what may be, and I pray Him, with all the strength of my sad and humble soul, that He will watch over my beloved husband; that whatever may happen, Jonathan may know that I loved him and honoured him more than I can say, and that my latest and truest thought will be always for him.


Notes: Moon Phase: Waxing Gibbous

Stoker is not being subtle here in his West vs. East/New World vs. Old World. The pesants here have nearly the same reaction to electric lighting as a vampire does to a cross. At least how it is shown to Jonathan.  Mina thinks the country is quite pretty. Is this due to Dracula's influences? 

In Search Of...TSR's R.I.P.

TSR's R.I.P.
 Spend any time in horror RPG communities or the classic TSR communities; sooner or later, the topic of R.I.P. will come up.  But what is/was R.I.P., and why was it never published?

These are the questions I will try to answer on this special Halloween edition of In Search Of...

In Search Of...TSR's R.I.P.

So, what do we know about this game? Very little to be honest.

  • It is modern-day horror. 
  • Slated to be published in 1991
  • Trademark was applied for in 1990.
  • Written by Scott Herring [sic], Jim Ward, and Paul A. Linberg [sic]
  • At least one accessory, Lost Souls, was planned and another, a set of cards, were mentioned.

And that is really about it. From the TSRArchive, we learned that it was going to be a boxed set with 32, 64, and 96-page rule books. Dice, cards and fold out maps. I am speculating here that the books were some combination of a fast-play Basic set of rules, complete rules, and possibly an adventure. But that is only a guess. There could have been Game Master's books and a creature book. IF we are to follow the clues from Top Secret, it would have been a Player's book (96), a Game Master's book (64), and maybe an equipment book or world guide.

This is only a guess. Afterall they misspelled two of the three authors on the cover. 

Scott Haring is known for his contributions to GURPS, Dragonlance, Mystara, and the Forgotten Realms. His contributions to Top Secret S.I., Agent 13 and Ghostbusters might interest us more here today though. 

Jim Ward was the creator of Metamorphosis Alpha; he also wrote a lot of material for D&D and then would later move on to various publishers, including Troll Lord Games.  In particular to this conversation Ward designed the "Tainted Lands" horror setting for Castles & Crusades. James died earlier this year on March 18, 2024.

Paul Arden Lidberg was one of the founders of Crunchy Frog Enterprises/Team Frog Studios. He also worked on many games and was part of the TSR West group with Flint Dille for a brief time. He went on to create the games Critter Commandos and Duel. Paul died on June 13, 2022.

Now we do know there is a history of TSR padding their product schedules.  David "Zeb" Cook recently stated at Gamehole Con that he would come up with names of products and other writers developers would have to figure out what that meant. This seems slightly more than that, but not by much. You can't even trust the art. TSR catalogs often had concept or placeholder art in place of a product. That is not an uncommon thing really.  The "blue" Rules Cyclopedia cover is a good example.

In the early 1990s we know TSR was feeling the heat from the new kid on the block, Vampire the Masquerade. I have been talking about the effects of that game and White Wolf all month long in my Ravenloft retrospective. 1987's "Lost Boys" and "Near Dark" showed that vampire movies were still popular and there were certainly rumors about the upcoming Francis Ford Coppola Bram Stoker's Dracula scheduled for 1992. Even Chill saw new 2nd Edition from long time thorn in TSR's side, Mayfair Games. The time was ripe for a supernatural game. 

We do know from many sources, notably Steve Winter, that next to nothing was produced for the game, beyond this cover mock-up. There are no files siting on a 5.25" floppy somewhere and no dot-matrix print out of chapter 1 or anything like that. I do think we have seen everything about this game, save for maybe some TSR inter-office notes or emails that likely no longer exist. 

There are two product codes that appeared in the TSR catalogs for this.

Here is the text featured, along with the art from the cover.

"Nobody's safe. The undead disregard today's best high-tech security and surveillance systems. These demons attack helpless victims as they sleep - their electronic fences and computers buzz through the night. This horror and much, much more fill the R.I.P. role-playing game. This all-new game awaits horror fans with three rules booklets, full-color cards, dice and maps that spin a tale in modern-day terror."

This is our best clue to what the game was going to be about. But it is not the only one.

The R.I.P. Comics

Our best guesses at the tone and tenor of the game come from the R.I.P. Comics produced by TSR a couple of years before.  Two four-issue series were released. And because I care about you, my faithful readers, I scored 3/4ths of them. 

R.I.P. Comics

What can we say about the comics?

  • There were two series of four for a total of 8 comics.
  • Described as "Comics Modules." 
  • Published around the same time TSR had a comics deal with DC.
  • Each had some game related content, sometimes Top Secret/S.I. related, sometimes standalone. 
  • Flint Dille, brother of Lorraine Williams, was the creative director. 

Flint Dille also wrote the Agent 13, Top Secret/S.I. tie-in media, Agent 13: The Midnight Avenger

Now I am being honest here, the comics are not very good. But that is fine, because I am not interested in that. Why I bought these was for the last section of the comics, the game materials. The comic themselves feel a bit like Tales From the Crypt.

In Issue #1 (I will just number these 1 to 8 for ease), has notes for adapting the Top Secret/S.I. part 1 by Scott Haring. This first section details the type of horror game you might want to run. There is nothing particular to the TS/SI rules here, just campaign modes.

Issue #2 shares the same art as the proposed TSR07406: Lost Souls book. This includes the Zombie Hunt game, with rules in the center and a play board on the inside covers, and tokens. Part 2 of our TS/SI aka Role-Play in Peace, section covers some new advantages and disadvantages. Mostly for dealing with the supernatural. They promise more are coming, just write to TSR West.

Issue #3 adds to the Zombie Hunt game with Zombie Rampage. For TS/SI we get some new skills and some Powers as described in the Agent 13 book. This game takes the Chill 2nd edition approach and has the Powers limited to "the bad guys." You know it would not stay that way for long.  Powers here are treated like Skills.  

Nearly unreadable text from Issue #4
Issue #4 gives us some monsters. Or at least I would like to say it does. The trouble is the text is small and printed on a color background that is almost impossible to read. I tried a lot of different filters and skill could barely read it. We get Vampires, Werewolves, Frankenstein's Monster and a Mad Slasher.

The Zombie Nation game, a continuation of the zombie games from Issue #1 is written by Paul A. Lidberg.

Issue #5 (or 1 of the second series) features more Role-Play in Peace with some Monster powers by Scott Haring AND a R.I.P. collector card game by Paul Lidberg, which could be the same as TSR07405: R.I.P. Horror Card Game listed above.

Issue #7 (I do not own Issues #6 or #8) includes a solitaire game called The Crypt by Paul Lidberg and a page of a new power (Cause Madness) for Top Secret/S.I.

Now, this certainly begs the question. Was the only material written for the R.I.P. RPG sitting before me right now?

The R.I.P. RPG

It would be folly to try and guess what the completed R.I.P. RPG would have been like, AND would we have called "Rip" or "Are Eye Pea?" But that doesn't mean I can't make some guesses. Especially given some of the Vampire:TM "catch-up" TSR was doing at the time with Ravenloft. For the record, "Are Eye Pea."

Obviously, the biggest, and maybe the most error-prone guess, is that the system used would have been some version of TSR's Top Secret/S.I. RPG. I mean there is no reason to assume it would have been this, comics examples aside, especially since TSR had a history of using a different system for each and every game. BUT maybe with the new Top Secret/S.I. TSR saw a way into modern games. The comics certainly give at least some lip service to this. 

My other "evidence" is the product codes. R.I.P. had the 74xx line and Top Secret/S.I. covered the 76xx numbers. Not that this is solid evidence save for the fact they were all "in production" at the same time.

I think a safer guess is that Vampires would have played a bigger role in this than what little evidence we have. I have stated in the my reviews of Van Richten's Guide to Vampires and Children of the Night Vampires that TSR was well aware of the growing popularity of Vampires and Vampire RPGs. While we know the the production teams were often siloed and unaware of what the others were doing, who knows what would have become of Ravenloft if R.I.P. had been a hit? Would Ravenloft still have been produced? Would we have seen Gothic Earth for R.I.P. instead? 

What can I speculate about this game?

Well, there are certainly tie-ins to the Agent 13 sourcebook. In fact, a 1990s update to that is not just a safe bet but likely the only safe bet. 

The Agent 13 novels are throwbacks to the pulps of the 30s, save without the charm of being from the 30s. I mean, they were throwbacks in the late 80s, but I am not sure they would have fared much better in the 90s. So, the new R.I.P., even if it builds on the mythos of that brand, would need to be thoughtfully updated. The Lemuria origins of the Brotherhood would still be fine. Even the evil takeover of the Brotherhood. Given the 90s, I expect to see more about the Freemasons, the Templars, and plenty of other secret groups. Agent 13 portrayed heroes and villains in terms of black and white. R.I.P. would likely do something similar. While other horror games of this time (Chill 2nd Ed, Vampire, Kult, SLA, CoC) were embracing shades of gray, they were all fairly dark. No one was "pure good," but I do see TSR, especially TSR of the early 90s, trying to push a "PCs are good guys" narrative. 

For monsters, I am sure there will be vampires, werewolves, Frankenstein's monster(s), zombies, and very likely succubi. I would also expect to see all sorts of "high tech" monsters too, like brains kept alive via advanced machinery, "Borg"-like monsters, and maybe even monsters caused by modern problems like global warming and pollution. Would the monsters be well known to normal humans? I can see different campaign modes that allow this or keep them secret. I think our best evidence of this is to look toward Ravenloft for AD&D 2nd Ed. 

One thing that is very easy to guess is that I am sure there will be more skills regarding Occult sciences and powers that "agents" can take. These would be limited, but more skills than the ones seen in the Agent 13 book. Again, I think the model here would be what Chill or SLA Industries were doing in the 90s. 

I would also expect to see a re-print and expansion of all the different types of campaign settings mentioned in the comic. From humor to slasher flicks, to monster hunters to cosmic horror. It is the 1990s, but the X-Files are still a couple of years off (1993), so I am not expecting Governmental and Alien conspiracies just yet. I would expect a group of some sort the PCs could work with. Like ORION from Top Secret/S.I. or even SAVE from Chill.

Given what we saw in Top Secret/S.I., Agent 13, and later in AD&D 2nd Ed Ravenloft, I fully suspect that there was going to be some secretive shadowy organization bent on World DominationTM, that is, if they didn't already control everything, whom the characters will have to fight the agents of. Whether this takes the shape of The Brotherhood or something more akin to the Dark Powers is difficult to guess. It is likely would be skewed more to the Brotherhood side.

In truth, we will never know. With 2/3rds of the writing team gone, the company gone, and the persistent suspicion that nothing was ever really produced for it there is not enough to go on.

But I think I will see if the idea has any legs all the same. Check back tomorrow.  

Links


RPG Blog Carnival

This post is my last entry for my October RPG Blog Carnival: Horror and Fantasy.. I hoped you enjoyed. I'll post a wrap-up for it tomorrow as well.

RPG Blog Carnival


HAPPY HALLOWEEN!

Review: Ravenloft Honorable Mentions

 Not full reviews really today, but some honorable mentions of books and accessories you can use with Ravenloft.

Castle AmberHeroes of HorrorDread Metrol

X2 Castle Amber (Basic)

I have talked a lot about Castle Amber and how it is a Proto-Ravenloft setting. Droping this into the Domain of Dread seems like a no-brainer to me. 

B7 Rahasia (Basic)

Likewise I have talked about Rahasia and this one come from Tracy and Laura Hickman. Content from this adventure has found its way into official Ravenloft products for 5e.

Heroes of Horror (3.5)

The lack of proper Ravenloft material for 3e can be partially remedied with Heroes of Horror for D&D 3.5. Though this one moves away from Ravenloft's quasi-Gothic horror and looks for something more D&D like.

Dread Metrol: Into the Mists - An Eberron / Ravenloft Crossover (5e)

Keith Baker, the creator of Eberron gives us an Eberron/Ravenloft crossover. Over 100 pages.

She is the Ancient: A Genderbent Curse of Strahd (5e)

I reviewed this in detail a while back. Great new take on the classic Ravenloft adventure. 

And a couple of really good map packs. Suitable for any edition: Castle Ravenloft Battle Maps and Tessa Presents 113 Maps for Curse of Strahd.

And that ends my exploration into Ravenloft for this Halloween. Who knows, maybe we will return again next year! Plenty of AD&D 2nd products left to explore.


Advent-ure Dice: Day 31

  Day 31, HAPPY HALLOWEEN!

Last night I pulled the last die to complete my sets. So what do I have here tonight?

Advent-ure Dice Day 31

OH! An owl d6 with bones to mark the numbers. How cool.

Advent-ure Dice Day 31

Advent-ure Dice Day 31

Advent-ure Dice Day 31

Wow that was fun. I might need to do that again next year. Hopefully Black Oak Workshop will have something new!